#include "VertexLayouts.h"

namespace devii
{
D3D11_INPUT_ELEMENT_DESC	devii::morph_vertex[] = 
	{
		{	"POSITION",				0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	0,	D3D11_INPUT_PER_VERTEX_DATA,	0},
		{	"MORFED_POSITION",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	1,	0,	D3D11_INPUT_PER_VERTEX_DATA,	0},
	};

unsigned int				devii::nr_of_morph_vertex = 2;

D3D11_INPUT_ELEMENT_DESC	devii::morph_cpu_vertex[] = 
	{
		{	"POSITION",				0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	0,	D3D11_INPUT_PER_VERTEX_DATA,	0},
	};

unsigned int				devii::nr_of_morph_cpu_vertex = 1;


D3D11_INPUT_ELEMENT_DESC devii::static_layout[] =
{
	{	"POSITION",					0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	0,	D3D11_INPUT_PER_VERTEX_DATA,	0},
	{	"NORMAL",					0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	12,	D3D11_INPUT_PER_VERTEX_DATA,	0},
	{	"TEXCOORD",					0,	DXGI_FORMAT_R32G32_FLOAT,		0,	24,	D3D11_INPUT_PER_VERTEX_DATA,	0}
};

unsigned int nr_of_static_layout = 3;

D3D11_INPUT_ELEMENT_DESC devii::terrain_layout[] =
{
		{	"POSITION",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	0,	D3D11_INPUT_PER_VERTEX_DATA,	0},
		{	"NORMAL",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	12,	D3D11_INPUT_PER_VERTEX_DATA,	0},
		{	"TEXCOORD",		0,	DXGI_FORMAT_R32G32_FLOAT,		0,	24,	D3D11_INPUT_PER_VERTEX_DATA,	0},
		{	"BLENDCOORD",	0,	DXGI_FORMAT_R32G32_FLOAT,		0,	32,	D3D11_INPUT_PER_VERTEX_DATA,	0},
		{	"TANGENT",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	40, D3D11_INPUT_PER_VERTEX_DATA,	0}
};
extern unsigned int nr_of_terrain_layout = 5;

D3D11_INPUT_ELEMENT_DESC devii::pos_vertex[] = 
	{
		{	"POSITION",				0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	0,	D3D11_INPUT_PER_VERTEX_DATA,	0},
	};

extern unsigned int nr_of_pos_vertex = 1;

D3D11_INPUT_ELEMENT_DESC devii::instance_vertex[] = 
{
	{	"POSITION",				0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	0,	D3D11_INPUT_PER_VERTEX_DATA,	0},
};

unsigned int devii::nr_of_instance_vertex = 1;

}